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Kaela - AI-generated fantasy Character

Kaela

Tiefling · Rogue (Mastermind) · Level 14 · Criminal

Kaela

Kaela is clever, dryly funny, and devastatingly observant.
AC14
HP115/115
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 115 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge29
STR
DEX
CON
INT
WIS
CHA

Saving throws

DEXINTSTRWISCHACON

Skills

  • DeceptionCHA
  • InsightWIS
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Disguise kit,
Forgery kit

Languages

Common,
Infernal

Features

17 features

Bonus action

  • Cunning ActionLevel 2

    You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide.

  • Master of TacticsLevel 3

    Beginning at 3rd level, you can use a bonus action to make a creature vulnerable to your allies. Until the start of your next turn, the first attack made against the target by an attacker other than you has advantage if you can see the target and the target can hear you. If you are not incapacitated, you can use this feature to grant that advantage from up to 30 feet away. You can do so a number of times equal to your proficiency bonus per long rest.

  • Insightful ManipulatorLevel 9

    Starting at 9th level, you can use a bonus action to designate one creature within 30 feet as a target of your insight. For 1 minute, or until you use this feature again, you can learn whether the creature has your choice of higher, equal, or lower ability scores in comparison to your own. This does not reveal the exact scores, only the comparison.

Reaction

  • Uncanny DodgeLevel 5

    You can use your cunning to stay out of the way. When a creature you can see targets you with an attack, you can use your reaction to halve the attack's damage against you.

  • MisdirectionLevel 13

    Starting at 13th level, when a creature you can see within 5 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on that attack. If the attack misses and the attacker has a lower speed, you can use your reaction to force the attacker to move up to half its speed, and it must choose a new target for the attack if possible.

Always on

  • Saving Throw ProficienciesLevel 1

    You gain proficiency in Dexterity saving throws and Intelligence saving throws.

  • Thieves' CantLevel 1

    You learn thieves' cant, a secret mix of dialect, jargon, and code used by criminals.

  • Sneak AttackLevel 1

    Your skill in applying poisons and deadly precision lets you deal extra damage once per turn when you have advantage on the attack roll, or when an ally of the target is within 5 feet of it and you do not have disadvantage. The extra damage is 7d6.

  • ExpertiseLevel 1

    Choose two of your skill proficiencies, or one skill proficiency and thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses those proficiencies.

  • EvasionLevel 7

    You are adept at evading area effects. When subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage on a success and only half damage on a failure.

  • Reliable TalentLevel 11

    You have an almost supernatural knack for applying your expertise. Any ability check you make that lets you add your proficiency bonus, but does not involve a d20 roll with disadvantage, treats a d20 roll of 9 or lower as a 10.

  • BlindsenseLevel 14

    You can no longer be surprised while you are conscious, and you can see hidden creatures and objects within 10 feet of you that are not behind total cover, provided you are not blinded or deafened.

  • Master of IntrigueLevel 3

    Beginning at 3rd level, you gain proficiency with the disguise kit and the forgery kit. Your proficiency bonus is doubled for any ability check you make to use either of those tools.

  • DarkvisionTieflingYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Hellish ResistanceTieflingYou have resistance to fire damage.
  • Infernal LegacyTieflingYou know the thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke once per day as a 2nd-level spell. At 5th level, you can also cast darkness once per day. Charisma is your spellcasting ability for these spells.
  • Criminal ContactCriminal

    You have a reliable network of underworld contacts who can provide shelter, information, and access to illicit services, within reason and at some risk.

Spells

3 spells

Spellcasting. Kaela casts with Charisma (spell save DC 14, to hit with spell attacks).

Cantrips (at will):

1st level:

2nd level:

Gear

10 items

Weapons

  • Shortsword
    A finesse weapon ideal for close work and silent kills.
  • Shortbow
    Ranged weapon with a supply of arrows for silent overwatch and ambush.
  • 2×
    Dagger
    A pair of balanced blades kept for throwing or close defense.

Armor

  • Leather Armor
    Light armor made of supple leather.

Tools

  • Thieves' Tools
    A tool set used for picking locks and disarming traps.
  • Crowbar
    A heavy iron bar useful for forcing entry.

Gear

  • 20×
    Arrows
    A bundle of 20 arrows.
  • Dark Common Clothes
    A set of dark clothes including a hood, meant to help you blend into the shadows.
  • Burglar's Pack
    A sack of useful burgling gear for infiltration and survival.
  • Belt Pouch with 15 gp
    A belt pouch containing your starting money.

Appearance

Kaela is a tall, lean, and muscular tiefling woman with bronze skin, thick spiraling horns that sweep back from her temples, and rich crimson eyes that always seem to be amused by something only she understands. She favors a sleek black synth-leather tactical suit, a cropped fitted jacket with silver accents, and knee-high laced boots built for speed and violence. A worn holstered pistol rests at her hip as a personal affectation rather than a practical tool, and a silver-trimmed leather collar with small jeweled spikes circles her neck like a warning. Her thick, barbed tail moves with practiced ease, and her smirk is equal parts invitation and threat.

Mannerisms

Kaela speaks softly, often letting silence do the threatening for her. She tilts her head when amused, taps two fingers against her collar when planning, and circles a room once before choosing where to stand. When irritated, her tail flicks once, sharply, like punctuation.

Personality

Kaela is clever, dryly funny, and devastatingly observant. She treats conversation like a contest of angles and leverage, always listening for the weak spot in a plan or a person. She is charming when it serves her, protective when it matters, and entirely unwilling to waste time on posturing. In private, she is more principled than she appears, but her principles are pragmatic, not sentimental.

Ideals

Freedom. No chain should be accepted just because it is decorated, legal, or called duty. Power is only worth having if it can be used to protect your own.

Bonds

She protects the people who grew up in the Atrix Isle undercity, especially the ones no one else would miss. She also keeps a private ledger of every debt, favor, and betrayal tied to her name.

Flaws

Kaela assumes every promise has an escape clause, including her own. She struggles to trust authority, even when it is genuinely trying to help, and she can become coldly ruthless when she believes efficiency demands it. If cornered, she will lie first and ask forgiveness never.

Quirks

She always counts exits before she counts people.
She rotates coins over her knuckles when thinking.
She smiles at bad news, as if it has just become useful.
She never removes her gloves in unfamiliar rooms.

Background

Kaela was born in the undercity slums of Atrix Isle, where the air tasted of rust, hot grease, and bad decisions. Her mother stole to keep them fed, her father solved problems with a knife and a contract, and Kaela learned early that mercy was usually just a story rich people told themselves. By the time she was old enough to understand the shape of power, she also understood its price. No one in her neighborhood survived by being honest, and the ones who tried were either ruined by the system or swallowed by it whole. She grew into her horns, her wit, and her talent for reading a room faster than most people could speak. Theft led to leverage, leverage led to favors, and favors led to the kind of opportunities that never appeared on any official ledger. Kaela joined your organization because it was smarter than trying to carve out a kingdom alone. She is second-in-command because she sees the architecture of a scheme, the weak joints in a crew, and the exact point where fear becomes obedience. Loyalty means something to her, but only when it is mutual, useful, and earned. Betray her once, and she will not rage. She will simply start counting ways to end you. In quiet moments, she still touches the silver collar at her throat, a reminder that no chain is always visible at first. She tells jokes with a blade hidden in the punchline, and she never sits with her back to a door unless she has already decided who will die first if trouble comes.

“By the time she was old enough to understand the shape of power, she also understood its price.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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